CResponseSystem::ParseToken
0x005beb90 · 107 bytes · __thiscall
_ZN15CResponseSystem10ParseTokenEv
Decompiled
undefined (1 param)
/* CResponseSystem::ParseToken() */
uint __thiscall CResponseSystem::ParseToken(CResponseSystem *this)
{
CResponseSystem CVar1;
int iVar2;
undefined4 uVar3;
uint uVar4;
CVar1 = this[0x3d7c];
if (CVar1 == (CResponseSystem)0x0) {
uVar4 = 0;
if (0 < *(int *)(this + 0x3d8c)) {
iVar2 = *(int *)(this + 0x3d80);
uVar3 = RR_Parse(*(char **)(iVar2 + 8),(char *)(this + 0x38c8));
*(undefined4 *)(iVar2 + 8) = uVar3;
*(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
uVar4 = CONCAT31((int3)((uint)*(int *)(*(int *)(this + 0x3d80) + 8) >> 8),
*(int *)(*(int *)(this + 0x3d80) + 8) != 0);
}
return uVar4;
}
this[0x3d7c] = (CResponseSystem)0x0;
return (uint)(byte)CVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.